varying vec3 normal, lightDir, eyeVec;

uniform vec4 center;

void main()
{
	normal = normalize(gl_NormalMatrix * gl_Normal);

	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);

	lightDir = vec3(gl_LightSource[0].position.xyz - vVertex);
	eyeVec = -vVertex;

	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex + center;
}